Extras_r4 Mod
#13638 posted by madfox on 2014/03/05 01:07:18
I was mapping with the extras mod with the func_water lifting.
Now I'm breaking up with the thing called z-buffering.
It means that func_water brush expands out of it size.
So a space left out still gets troubled with the greyness of the func_water.
Is there a solution to this?
#13639 posted by necros on 2014/03/05 01:33:19
only way is to make two separate water brushes.
They Are..,
#13640 posted by madfox on 2014/03/05 03:26:34
the left one is rectangle, the front one square.
It is the outgreying part where no brush is.
#13641 posted by metlslime on 2014/03/05 03:55:35
try using my newskip tool, it has a *waterskip texture you can add to the sides of the water brushes.
To Be Clear...
#13642 posted by metlslime on 2014/03/05 03:57:30
first, do what necros said. Then, use *waterskip on the internal faces of the water brushes. So when inside the square, you can see into the rectangle.
Yeah
#13643 posted by ijed on 2014/03/05 04:04:07
The volumes will be correct (but can only be rectangles, like triggers) but internal faces you have to cull by hand.
So, uh, what Metl and Necros said...
Yes
#13644 posted by madfox on 2014/03/05 04:37:38
To my astonishment breaking both func_water funcions in two separate ones clears out the greying.
Another thing I learned is that a very thin brush above the big one conceals the visible watersurface.
Just trying to change e1m3 with a changeable water level, but the z-buffering wrecked the view in other places.
Skipping tool can work as the sides of the brushes are still breaking up.
FifthElephant + Necros
Thanks guys! So it doesn't matter whether I use Tyrutils or Bengt Jardrup his stuff? It just basically a matter of preference?
Convmap from Bengt Jardrup is actually Aguirre's convmap tool?
...
Convmap from Bengt Jardrup is actually Aguirre's convmap tool?
I guess you could say that.
#13647 posted by Spirit on 2014/03/05 10:09:01
What Mr Useless is not saying is that aguirRe is Bengt Jardrup's nickname. I would recommend using Tyrann's tools as they are actively developed, fast and have great features. Check out http://www.celephais.net/board/view_thread.php?id=60967
Sprony,
Which compiler you use depends on what features the compiler has. I tend to use Tyr's BSP most of the time and I revert to Bengt's Treeqbsp tool when my geometry microleaks (it rounds vertices to less decimal places, plus I can never get the portal file to work with Tyr's utility).
Tyrann's Tools
#13649 posted by ijed on 2014/03/05 14:38:30
Have detail brushes and a load of other handy features.
Detail brushes make your vis time reasonable - recently I heard a case of a map taking half a day reduced to >2 hours by application of detail brushes.
Excellent
Thanks guys!
Starting The Player With The Axe
#13651 posted by Featheon on 2014/03/17 22:45:52
I would like to have the player start with no shells and the axe selected.
My attempt: I thought the easiest way of doing this was to have console run the command "give shells," but I could not get that command to execute from a .cfg file.
Is there a way to complete this task without compiling with QuakeC?
You Can Do It With A Hack
#13653 posted by - on 2014/03/17 23:18:03
Make an 'info_notnull' entity underneath the player start.
Add the following keys and values:
"think" "PlaceItem"
"nextthink" "0.2"
"touch" "BackpackTouch"
"ammo_shells" "-25"
This basically makes an invisible backpack item, like monsters or deathmatch opponents would drop, and contains -25 shells.
Otp:
#13654 posted by - on 2014/03/17 23:21:34
You don't need to do all that if the player is sure to have only the shotgun and axe and 25 ammo.
Rekt Once Again
Thanks
#13656 posted by Featheon on 2014/03/18 00:04:23
I was able to implement this within 5 minutes of the post.
Is there a way to suppress the pickup sound?
Nope
#13657 posted by - on 2014/03/18 00:18:35
#13658 posted by necros on 2014/03/18 02:07:14
if the info_notnull is right on top of the player such that they pick it up as soon as the map starts, does the sound still play?
Yes Sir
#13659 posted by Featheon on 2014/03/18 02:38:05
If There Is A Man, Stood In A Forest Miles Away From Anywhere
#13660 posted by RickyT33 on 2014/03/18 12:12:22
and no-one can hear him. Is he still wrong?
Crushing Platforms
#13661 posted by ijed on 2014/03/18 17:08:19
I keep getting crushed by my func_plats when going up, even though they're damage 0 and have nothing out of the ordinary applied. They seem to be touching me more than once per frame and doing 1 point of damage, stripping off my armour before hurting me.
Is this an engine issue? Framerate?
It isn't happening with func_doors but in some cases I need platforms.
#13662 posted by necros on 2014/03/18 21:42:31
it is a bug with the collision detection of the engine.
i forget exactly what it was, but it had to do with bounding boxes.
if you are inside the bounding box of a mover, this can happen. the solution (i think?) was to make it so you were standing on the top of the bounding box of the mover pushing you up...
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